Fuzion Powered.
Bubblegum Conundrum

Setting
Characters
Mecha
Garage
Articles
Links

Evil Schemer

E-mail

Hardsuits

Step One: Chose a Frame

Weights based on 1 unscaled ton per 2 unscaled Kills, 1 unscaled ton = 5 scaled Hits, 1 unscaled ton = 1 scaled Kilograms.

CP cost based on 1 unscaled CP = .2 scaled CP

All Mecha have a number of Spaces in which to mount weapons and thrusters and verniers equal to their unscaled Kills of Structure. Weapons take up as much space as their cost times 5 but can be fitted by buying Space Efficiency.

Hardsuits
Strength Unscaled Kills/Space/Cost Average Kills Hits CP Weight Examples
Torso Head Arms Legs Total
1 2 1 4 4 11 1.83 10 2.2 5.5kg  
2 4 2 6 6 18 3 15 3.6 9.0 kg  
3 6 3 8 8 25 4.16 20 5.0 12.5kg  
4 8 4 10 10 32 5.33 25 6.4 16.0kg  
5 10 5 12 12 39 6.5 30 7.8 19.5kg  
6 12 6 14 14 46 7.66 40 9.6 23.0kg  
7 14 7 16 16 53 8.83 45 10.6 26.5kg  
8 16 8 18 18 60 10 50 12.0 30.0kg  
9 18 9 20 20 67 11.16 55 13.4 33.5kg Hardsuit Priss1, Hardsuit Sylia, Hardsuit Linna 1&2, Hardsuit Nene 1&2
10 20 10 22 22 74 14.6 60 7.4 37.0kg Hardsuit Sylia 2&3, Hardsuit Priss 2&3, Hardsuit Linna 3, Hardsuit Nene 3
11 22 11 24 24 81 13.5 70 16.2 40.5kg  

 


Step Two: Add Armor

Armor Total Unscaled Kills Hits Averaged Hits Cost Weight Examples
1 6 30 5 1.2 3.0kg  
2 12 60 10 2.4 6.0kg  
3 18 90 15 3.6 9.0kg  
4 24 120 20 4.8 12.0kg  
5 30 150 25 6.0 15.0kg  
6 36 180 30 7.2 18.0kg  
7 42 210 35 8.4 21.0kg Hardsuit Nene,
8 48 240 40 9.6 24.0kg Hardsuit Linna, Mackie's Battlesuit,
9 54 270 45 10.8 27.0kg Hardsuit Priss, Nene-2,
10 60 300 50 12.0 30.0kg Hardsuit Sylia, Linna-2
11 66 330 55 13.2 33.0kg Priss-2
Scaled Armor
1 36 360 60 36 30kg Sylia-2, Linna-3, Nene-3
2 39 390 65 39 60kg Priss-3
3 42 420 70 42 90kg Sylia-3
4 45 450 75 45 120kg  
5 48 480 80 48 150kg  
6 51 510 85 51 180kg  
7 54 540 90 54 210kg  
8 57 570 95 57 240kg  
9 60 600 100 60 270kg  
10 63 630 105 63 300kg  
11 66 660 110 66 330kg  

 

Armor Type Cost
Standard x1.0
Fusion Proof x2.0

 

Armor is limited to two sizes greater than the Size of the Mecha


Step Three: Add Weapons

  1. Lasers
  2. Railguns and Machineguns
  3. Missiles
  4. Energy Swords, Ribbon Cutters, and other Melee Weapons

 


Step Four: Purchase Cockpit,Sensors and Options

Cockpit

Hardsuits do not have to allocate space for the wearer. The Control system is a Reflex/Slave Type.

Sensors

Range Comm Range Cost Weight Unscaled Spaces
1km 6km 0 0 kg 1
2km 10km .6 1 kg 1
4km 16km 1.2 1 kg 1
7km 20km 2.4 1 kg 1
11km. 26km 3.6 1 kg 1
15km 30km 5.4 2 kg 1
20km 36km 7.2 2 kg 1
26km 46km 9.6 3 kg 1
30km 60km 413.2 3 kg 1
40km 100km 16.2 3 kg 1
50km 200km 19.2 4 kg 1

 

Sensor System Perception Bonus
+0 x1.0
+1 x1.5
+2 x2.0
+3 x2.5
+4 x3.0

 

System Cost Space Notes
Advanced Sensor Package (ASP) 10 2 Full-spectrum EM sensors, Magnetometer, Motion Detector,Magnetic Anomaly Detector, Energy scanner, Thermographic
Radio/Radar 5 1 Allows radio/radar signal tracking/location
Analyzer      
Res.Intensifiers .5/lvl 1 magnifiers. 1 sp total
Spotting Radar 10 5 4 Kills
Target Analyzer 5 1  
Marine Suite 2 1 Deep underwater sensory equipment

 


Electronic Warfare Systems

ECM Rank Cost
1 .2
2 .4
3 .8
4 1.2
5 1.8
6 2.4
7 3.2
8 4.0
9 5.0
10 6.0

 

Full Cost for first system, subsequent systems cost 1/2

Space = Cost (if multiple EW systems, cost of most expensive unit)

Radius 0 1 2 3 4 6 8 10 20 60 100
Cost x1.0 x1.5 x1.75 x2.0 x2.25 x2.75 x3.2 x3.5 x3.9 x4.5 x5.25

 

Beaming 0 1 2 3 4 6 8 10 20 60 100
Cost x1.0 x1.1 x1.2 x1.3 x1.4 x1.6 x2.0 x2.3 x2.6 x3.0 x3.5

 

EW systems are: Defensive (Sensor, Missile, Radar Jamming)

Offensive (ECCM)


Options

System Sp Cost Spec
Stereo - .02 Tunes
Liftwire - 0.06  
Antitheft - * *0.04cp std or 0.08cp for enhanced unit
Spotlights - 0.06 Illuminates 10m
Nightlights - 0.1 IR spotlights illuminate 10m
Storage 1 .2 50kg storage
Micro-

manipulators

1 .2  
Slick Spray 1 .6  
Bogg Spray 1 .6  
Damage Control 1 .2  
QuickChange Mount - .2 Omnimech concept
Silent Running - * .2cp/level
Parachute - * .1cp/10 kg
Re-Entry Package - * .2cp/10 kg
Ejection Seat - .2 Last Chance!
Blow-Away Armor 1 .4 Last Chance!

 


Step Five: Purchase Space Efficiency

Place each weapon and additive component into a servo and add up their space requirements. The total should be more than what the servo provides. You can reduce the space requirement at a cost of .1 CP per space reduced.

For example, your left arm has 5 spaces. You decide to mount a weapon that requires 11 spaces in that arm. you can either reduce the weapon to just fit or further to leave room for later (recommended). You decide to reduce it by 8 spaces, leaving 3 in the arm. This reduction costs .8 CP. The weight, damage, and capability of either the arm or weapon is unaffected.

(Unscaled notes, 1 unscaled CP per 2 spaces. In the previous example, an 8 space reduction would cost 4 CP, which would be scaled (x0.2) to .8 CP.)


Step Six: Figure Base Weight and CP Cost

Add up the weights of all the servos, weapons, and additive components and record their total. Consult the MOVE and MV table. If the weight is too high, then reduce it by purchasing weight efficiency at a cost of .1 CP per kilogram reduced.

For example, your hardsuit so far weighs 210 kg. That is fairly heavy, so you wish to reduce it to a manageable and consistent 79 kg. That is a 131 kg reduction. At .1 CP per kilogram, that comes to 13.1 CP. Our design now weighs 79 kg and costs 13.2 C P extra.

Add up the CP costs of the frame, armor, weapons, additive components, and efficiencies.


Step Seven: Purchase Thrusters or Jumpjets

The space requirement of thrusters is the hardsuit's weight in Kilograms x 0.0375 x Mekton MA desired. Divide the result by 5 for the CP cost. Most hardsuits don't actually fly (Sylia's being the only one) but use Jumpjets for extended leaps. A leap o f 100 meters (recommended) is equal to about Mekton MA of 2. True flight requires a Mekton MA of 7 or higher. Most thrusters are located in the torso, so buy space efficiency if required.

For example, our 79 kg. Hardsuit wishes to jump 100 meters. That would be MA 2, so 79 x 0.0375 = 2.9625 x 2Ma = 5.925 spaces /5 = 1.185 CP.


Step Eight:Purchase Boosterpacks, if any
(not recommended)

Mekton MA Points Cost Weight Spaces Balance Modifier
10 .2 .5kg 1 .05
20 .4 1kg 2 .1
30 .6 1.5kg 3 .15
40 .8 2kg 4 .2
50 1.0 2.5kg 5 .25
70 1.4 3.5kg 7 .35
100 2.0 5kg 10 .5
200 2.4 6kg 12 .6
500 3.0 7.4kg 15 .75
1000 5.0 10kg 20 1.0

 

Max Boost Balance Modifier
+1 x0.6
+2 x0.7
+3 x0.8
+4 x0.9
+5 x1.0
+6 x1.1
+8 x1.3
+10 x1.6
+20 x2.0
+50 x2.2
+100 x2.5

 

Total all the Balance Modifiers from every Boosterpack installed, then multiply the total by their Max Boost (the maximum additional MA per turn) modifier. The resulting Balance Modifier is subracted from the Hardsuit's Land MA, Flying MA, and MV. Once th e Boostpacks are out of MA (out of fuel), then they can be discarded and the modifiers ignored.


Step Nine: Purchase Command Armor, if any
(not recommended)

Torso Limbs Other Space KD Balance Modifier Cost Anti-Fusion Cost
SL STR MW 2 5 0 .4 .6
LW MS LH 4 10 0.1 .8 1.2
STR HS MH 6 15 0.2 1.2 1.8
MS MW AH 8 20 0.3 1.8 2.4
HS LH SH 10 25 0.4 2.0 3.0
MW MH MEGA 12 30 0.5 2.4 3.6
LH AH   14 35 0.6 2.8 4.2
MH SH   16 40 0.7 3.2 4.8
AH MEGA   18 45 0.8 3.6 5.4
SH     20 50 0.9 4.0 6.0
MEGA     22 55 1.0 4.4 6.6

 

Balance Verniers
Balance Modifier Space Penalty Cost
.1 -2 .4
.2 -3 .8
.3 -4 1.2
.4 -5 1.6
.5 -6 2.0
.6 -7 2.4
.7 -8 2.6
.8 -9 3.2
.9 -10 3.6
1.0 -11 4.0

 


Step Ten: Purchase Multiplier Systems

Multiplier Systems affect the cost of the entire mecha. Add up all the multiplier costs and add the result to 1. Muliply that result by the previously figured CP cost of the Hardsuit. The result is the final cost of the hardsuit

Power Plant

Charge XS Cost Modifiers
Undercharged 1 -x0.15 -1MV,-1 Mekton MA
Standard Charge 1 x0.0 +0MV,+0 Move
Overcharged 1 x0.15 +1MV,+1 Mekton MA
Supercharged 1 x0.3 +2MV,+2 Mekton MA

 

Source Cost

Power Cell -x0.15


Control System

Reflex type Control System, Cost Multiplier is x0.1


Strength Bonus Boost

Hydraulics Cost Spaces Melee Bonus Lifting Capacity
Space Type -x0.1 -1/servo +0 x1
Marine Type -x0.05 0 +0 x1
Standard x0.0 0 +0 x1
Heavy x0.1 1/servo +1d6 x1.5
Superheavy x0.2 2/servo +2d6 x2

 


Environmental Protection

Type Cost
Arctic Env.Prot: x0.05
Desert Env.Prot: x0.05
Underwater EnvP: x0.05
HighPressure EP: x0.05
Space Env.Prot: x0.05
EM EnviroProt: x0.1
Reentry EnvProt: x0.1

 


Maneuver Verniers

Using your previously figured weight, consult the table below to determine your Hardsuit's Maneuver Value. This should be abyssmally high. To reduce it, purchase Maneuver Verniers and place them in the torso, arms, and legs.

1/10 scale design MV
Weight in Kg. Reflex and Dexterity modifier
1 - 19.9kg -1
20.0 - 29.9kg -2
30.0 - 39.9kg -3
40.0 - 49.9kg -4
50.0 - 59.9kg -5
60.0 - 69.9kg -6
70.0 - 79.9kg -7
80.0 - 89.9kg -8
90.0 - 99.9kg -9
over 100.0kg -10
   

 

MVBonus Cost Spaces
+1 x0.1 5
+2 x0.2 10
+3 x0.3 15
+4 x0.4 20
+5 x0.5 25
+6 x0.6 30
+7 x0.7 35
+8 x0.8 40
+9 x0.9 45
+10 x1.0 50

 


Cloaking (not recommended)

System Cost
Basic Cloak x0.15
Active Cloak x0.3
Fire Control x0.3
Pulse Refract x0.1
Stealth x0.2

 


Turbochargers (not recommended)

Please refer to the Mekton Zeta Plus book page 79 for detailed information on this complicated system.

Turns: 1 2 3
Cost: x0.75 x1.25 x2.0

 


Step Eleven: Figure your Hardsuit's Final CP cost

Add up all the Multiplier Systems and add 1. Multiply the result by the total CP cost of the Hardsuit. The final result is the final CP cost of your Hardsuit.


Step Twelve: Figure your Hardsuit's Statistics

1/10 scale design Movement
Weight Unscaled MA Move Bonus Ground Move KPH MPH
0-19.9kg 6 +6 +18 meters / phase +18 kph +12 mph
20.0-39.9kg 5 +5 +15 meters / phase +15 kph +10 mph
40.0-59.9kg 4 +4 +12 meters / phase +12 kph +8 mph
60.0-79.9kg 3 +3 +9 meters / phase +9 kph +6 mph
over 80.0kg 2 +2 +6 meters / phase +6 kph +4 mph

 


 

Return to Top